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Workshop

Introduction to Houdini: Grains

A Workshop
by David Silberbauer

Creating a Sinkhole Sand Effect with David Silberbauer

beginner
6h 18m 29s
9 Lessons
A Workshop
by David Silberbauer
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Learn how to create a sinkhole effect in a desert scene with this comprehensive 6-hour Houdini workshop by VFX artist, David Silberbauer. This detailed workshop is intended for beginner Houdini artists, though it is also helpful for intermediate artists looking to refine their workflow.


Over the course of nine chapters, David covers how to manipulate attributes, details HeightField basics and MPM solver basics, explains how to use VDB processes to create sources, and discusses FLIP fluids basics. He also covers HeightField scattering, Meshing fluids, and Houdini’s GPU-accelerated Material Point Method (MPM) solver.


This workshop explores a wide range of areas within Houdini to help artists familiarize themselves with the different aspects and workflows that this powerful software offers. Starting with a basic scene setup and UI, David begins with a discussion of what makes Houdini so unique as a VFX software package. He then walks through examples of preferred professional workflows, while discussing working methodology and concepts that ensure artists of all levels can take advantage of working in “The Houdini Way.”


David details a HeightField overview and goes through some of the critical nodes. He then walks through how they can be used to create a base mesh quickly and procedurally. From there, David inspects the differences between different DOPs and instructs on how to create one from the ground up.


Understanding the core building blocks empowers artists to create their own simulations with control over different aspects, elements, and attributes. David shows how to control these attributes using Ramp, Wrangle, and Noise features to simulate more interesting shapes. As the final step, he jumps into Solaris, where everything is brought together to create a final render. In this stage of the workflow, he offers an overview of lighting, materials, and render settings before diving into Copernicus to add the finishing touches.


David’s Sand Sinkhole Houdini file is provided as a learning resource with this workshop. Throughout the workshop, he also uses various Megascan assets.

9 Lessons

01Workshop Preview & VFX Shot BreakdownFree

In this workshop, David Silberbauer provides a production-focused approach to creating a sinkhole sand effect in Houdini. This workshop emphasizes optimization and modular construction, which reflect professional workflow practices. By combining heightfields, grain simulations, and Solaris rendering, artists will gain practical experience in Houdini while creating a visually compelling effect.

Duration: 7m 9s

Workshop Preview & VFX Shot Breakdown
02Houdini Scene Setup, UI & What Makes the Software Unique

This lesson establishes essential foundations for working efficiently in Houdini by emphasizing proper project organization and procedural workflows. Investing time in setting up a clean, organized project structure and adopting procedural modeling techniques from the start will save significant time and frustration later, especially when working in teams or making changes to complex scenes.

Duration: 34m 51s

Houdini Scene Setup, UI & What Makes the Software Unique
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03Houdini HeightField Overview & Setting up a Base Mesh

This lesson demonstrates how to combine multiple heightfield nodes to create realistic desert terrain. Success lies in proper resolution settings, effective use of masks, and blending noise, patterns, and distortion to achieve natural-looking results. By mastering heightfield operations, artists can create a wide variety of terrain effects beyond just desert dunes.

Duration: 40m 25s

Houdini HeightField Overview & Setting up a Base Mesh
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04Inspecting POPs, DOPs & Grain Solvers

This lesson demonstrates the stages of creating grain simulations in Houdini by manually building DOP networks, explaining how different components interact. By starting with a simplified version, artists gain insight into how attributes like attraction, glue constraints, and the stopped attribute control grain behavior. This approach ensures better control and makes the process more manageable and less intimidating.

Duration: 54m 34s

Inspecting POPs, DOPs & Grain Solvers
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05Curves, Wrangles, Volume Sample & Channel Ramps

In this lesson, David establishes the collision and curve setup necessary for grain simulation in Houdini. He demonstrated professional techniques for creating controllable, animated particle sources, combining VDB operations, procedural curve manipulation, and attribute-driven masking. The approach of building collision geometry first, with proper UVs and optimized topology, sets the stage for the next lesson, where the grain source will be created, and the custom simulation network will be implemented with attraction weights and glue constraints.

Duration: 42m 42s

Curves, Wrangles, Volume Sample & Channel Ramps
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06Setting up Attributes, Running a Grain Simulation & File Caching

This lesson covers a grain simulation workflow that involves progressive activation and organic breakup patterns. This workflow relies on properly managing custom attributes and ensuring correct solver settings. David demonstrates professional production practices, building low-resolution simulations first, then upresing them using the appropriate shelf tools.

Duration: 58m 31s

Setting up Attributes, Running a Grain Simulation & File Caching
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07Combining the Elements in Solaris

In this lesson, David introduces Solaris, Houdini's USD-based environment for scene assembly and rendering. The overall workflow emphasizes organization, proper naming conventions, and the importance of MaterialX shader networks for achieving production-quality renders in the Karma renderer. Edge blending is achieved through practical Houdini-based solutions, eliminating the need for a separate compositing step.

Duration: 59m 14s

Combining the Elements in Solaris
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08HeightField Scattering & Instancing Assets in Solaris

This lesson demonstrates how to use Houdini's procedural scattering tools and USD instancing for efficient set dressing. The final aesthetic choices are subjective, and should be modified according to your individual preferences. The main takeaway is understanding how variant indexing works in USD instancers and how to achieve proper attribute mapping for multi-variant instancing.

Duration: 52m 19s

HeightField Scattering & Instancing Assets in Solaris
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09Simple Sky Replacement in COPs & Final Render Tweaks

The final lesson in the workshop completes the process of creating a production-ready VFX shot in Houdini, from gathering reference to final rendering. Establishing a procedural workflow is crucial in professional VFX production, where tight deadlines and numerous shot variations are common. The ability to package setups into reusable tools (HDAs) that multiple artists can deploy saves significant production time and ensures consistency between shots.

Duration: 28m 44s

Simple Sky Replacement in COPs & Final Render Tweaks
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Primary tools

For this workshop you’ll need:

Houdini

* Note that these programs and materials will not be supplied with the course.

Project Files

This workshop gives artists access to David Silberbauer's Houdini file. Artists can use this file to support the learning process. Artists will have access to:


  • Houdini project files (.hipnc) – Complete scene files showing the full workflow and setup process
  • The project file is provided by the instructor to give artists additional hands-on practice as they follow the demonstrated workflow.
zip
DSI04_ProjectFiles.zip
0.29 MB
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Skills Covered

Who’s this Workshop for?

This six-hour workshop is designed for beginner Houdini artists who want to learn fundamental VFX techniques. Artists new to procedural workflows and simulation-based effects will find this workshop particularly valuable.


Intermediate Houdini users looking to refine their workflows and explore different methodologies will also benefit significantly. Artists seeking to expand their simulation skills while mastering HeightFields, FLIP fluids, and MPM solver techniques will gain production-ready knowledge.

Learning Outcomes

By completing this workshop, artists will have developed comprehensive skills in Houdini's simulation systems, procedural workflows, and professional VFX production techniques for environmental effects.


Key skills include:

  • How to manipulate attributes using Ramp, Wrangle, and Noise for controlled simulations.
  • How to create procedural base meshes quickly using HeightField nodes and workflows.
  • How to build custom DOPs from scratch with full control over simulation elements.
  • How to use VDB processes effectively to create sources for simulations.
  • How to work with FLIP fluids basics and GPU-accelerated Material Point Method solver.
  • How to integrate Solaris for final rendering with proper lighting and material setup.
  • How to apply professional Houdini methodologies for efficient production workflows.
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Workshop
Introduction to Houdini: Grains
Creating a Sinkhole Sand Effect with David Silberbauer
A Workshop by David SilberbauerVFX Artist at Sunrise Animation Studio
beginner
6h 18m
9 Lessons
Tools
Instructor David SilberbauerVFX Artist at Sunrise Animation Studio

David Silberbauer is a Visual Effects and Procedural Artist at Sunrise Animation Studios with over nine years of experience in the industry. He specializes in building flexible Houdini systems that allow for creative experimentation and endless variations, often inspired by natural patterns and textures.


David has contributed to projects such as Escape Room, Deep Blue Sea 3, and Star Wars: Visions, working with studios including Triggerfish Animation and BlackGinger. His work reflects a deep fascination with nature and a passion for creating procedural effects that mimic its complexity.

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  • I had the great pleasure of working with David on a short film for the Star Wars: Visions anthology, where he served as the Set Dressing lead. David is a true Houdini wizard. Using elegant procedural setups; themselves a thing of beauty, he has created the most stunningly gorgeous environments at scales that are truly staggering. David has forever changed the way I work.

    - Jan Schoeman
    Environment Set Dressing Lead at Skydance Animation

  • David has a strong eye for detail and a very good understanding of the production process. He's always willing to accommodate other departments with FX and set requirements as well as assist his fellow artists where needed. David is a brilliant and accomplished artist who I would highly recommend for any 3D animated project.

    - Callum Verster
    Production Manager at Triggerfish Animation Studios

  • What a champ! No matter the task, [David] always nailed the work. Across the projects, [he] played an incredible roll and [was] responsible for developing some of the most complicated tasks.

    - Kyle S Maier
    VFX Supervisor at Triggerfish

  • What a champ! No matter the task, David always nailed the work. Across the projects, he played an incredible roll and was responsible for developing some of the most complicated tasks.

    - Kyle Maier
    Lead / Senior Houdini FX Artist at Triggerfish

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